My view on game development

Tag: game programming

How to flip input handling on its head with action mapping

Suppose you’re working on a space action game called “Actioneroids”, which sounds a bit like something your doctor would prescribe a cream for. You started from scratch and got something on the screen as fast as possible. You wrote some code in C++ to create a window, loaded some ship graphics and now you want […]

Serialization using Protobuf

For the past few months I’ve been working on a game I’d like to call “Alpha One”, but is still called “Duck Hunt” for now. I’ve been working on it in the train, with a mindset of: just get it done. I’m not really bothering with architecture all that much, I just want a working […]

PostApocalypse DevDiary 2: Of Saves and Trading

This is part 2 of an on-going series. Start here if you don’t know what’s going on. Hello readers! Last week I spent most of my time working on a school assignment, but I still managed to find some time to cram in some new features into this fancy indie game I’m making. But most […]

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